Subsea Track

Re: Subsea Track

Postby STKRudy85 » 01 Aug 2011, 02:49

I know samuncle have other techniques than mine, I think I will ask him to do improvements
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Re: Subsea Track

Postby Narann » 01 Aug 2011, 09:21

Shine effect from the sea could be good too (like samuncle do in lava track to simulate volumetric density). :)
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Re: Subsea Track

Postby Funto » 01 Aug 2011, 20:38

The blue tint, just as a fullscreen wavey effect (which would be wrong in that case, the camera is not in the water), could be easily added via post-processing, but there should be way to indicate in the Blender file where and when the effect should start/stop.
As for light refraction, I don't see the place it would have here.
On another hand, what would be much more important in my opinion would be to add animated caustics on the floor :)
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Re: Subsea Track

Postby xeno74 » 05 Aug 2011, 12:21

Very nice track :) I like this track ;)
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Re: Subsea Track

Postby STKRudy85 » 15 Aug 2011, 16:20

Back of my holidays , I submit the evolution of subsea track. Track isn't finished , I have to:
* Animate fishes
* Texturing the gull
* Add plants and Rocks on floor
* Do a LOD.
* Do a startline
* Adding a metal structure as track support
I want your feedback (and if it's possible examples of improvements you want in this track , light effect in water...)

Anecdote : After 15 hours of improvements on this track, I lost my work, finding my blender files as 0 octets files.
I had to do the same work again :| (I done a save, just before going holidays ,ouf ! )
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subsea.7z
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subsea-2.59.blend.7z
(1.68 MiB) Downloaded 283 times
Last edited by STKRudy85 on 15 Aug 2011, 16:23, edited 1 time in total.
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Re: Subsea Track

Postby STKRudy85 » 15 Aug 2011, 16:22

If you want to give me a good screenshot I will accept it with gratitude
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Re: Subsea Track

Postby Ludsky » 15 Aug 2011, 18:49

It's very Wonderdul, It's the best track of you, Congratulations
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Re: Subsea Track

Postby Funto » 15 Aug 2011, 21:24

Haven't tried it yet, I don't really have time now, but I tried earlier versions which seemed promising :)

As for your saving problems, normally Blender creates .blend1, .blend2...etc files each time you do a save. I think this can be configured somewhere...maybe you should search for that ;)
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Re: Subsea Track

Postby KroArtem » 17 Aug 2011, 21:28

I think it is in a good state now, but still needs some work with animations and 'subsea feeling' (as charlie wrote). The rest is awesome, I <3 those part where glass is old and plants are growing.
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Re: Subsea Track

Postby STKRudy85 » 19 Aug 2011, 20:57

Here is the point I stop, I have to learn blender 2.5.

This is the best I can do before animating , everybody is welcome to try improvement to get a better underwater feeling.

Thanks
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subsea-sources.zip
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subsea.zip
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Re: Subsea Track

Postby Auria » 20 Aug 2011, 00:45

Thanks, I have approved the track on stkaddons.net :) nice work, congratulations
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Re: Subsea Track

Postby Arthur » 23 Aug 2011, 23:15

Forgot to write in and say you've done excellent work, STKRudy85. I'm playing the track regularly, and find it most impressive, especially graphics-wise. It might be a little too long, but not much to do with it now. Maybe keep it in mind for your next project. I sure hope you'll make more nice tracks such as this one. ;)
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Re: Subsea Track

Postby Kinsu » 24 Aug 2011, 03:42

I've tried the last version recently, and I also like the improvements ! Especially the pirate cave and the big fish we drive in (with animated textures Image).
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Re: Subsea Track

Postby Iridium » 29 Aug 2011, 15:23

Kinsu {l Wrote}:I've tried the last version recently, and I also like the improvements ! Especially the pirate cave and the big fish we drive in (with animated textures Image).

+1 :) This track is evolving into a truly awesome piece of work. Thanks Rudy ;)
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Re: Subsea Track

Postby Tuxfan » 29 Aug 2011, 21:43

My favourite part of this track is, when one reenters the sea. (On the branch parallel to the pirate cave.)
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Re: Subsea Track

Postby DJHelium » 01 Sep 2011, 14:02

I like this track very much :)

I have an idea for the music... But I don't know if it's possible...
I'll try to explain it :p

I would like to play with the music like in Super Mario 64 or Mario Kart Wii...
For example, the koopa cape... The music change when the player go into the water or into the tube, see this : http://www.youtube.com/watch?v=J8xhV7j6Ks8 at 0:28 and 0:41 ;)

So, I know, if I we can do this (I don't know how to code this :) ), I have to do like 3 (or 4) differents parts... There is the normal part, the pirate part, the outside part and the water-grass part in this track... So it can be a bit heavy... But I can just do a shorter music like 1 minute...

If you haven't understand, you can ask me to explain another way ;)
If you understood, is it a good or a bad idea ? :)
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Re: Subsea Track

Postby Auria » 01 Sep 2011, 16:03

DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs
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Re: Subsea Track

Postby DJHelium » 01 Sep 2011, 16:16

Thank you Auria :)

Auria {l Wrote}:DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

Yes ! And I said that I can make a music just shorter than the others ;)
And if it's still too heavy, I can make just two differents parts instead of three or four :)
Listen to my other tracks here : http://djhelium.free.fr :)
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Re: Subsea Track

Postby Kinsu » 01 Sep 2011, 18:28

The example video is very cool. But that will be hard to do it like this : notice that the transition is very clean, and that the music tracks must correspond so the melody does not restart...

Maybe making different channels (eg. 1 for the "trunk" of the song, which is not changed, and 1 other for each instrument which changes from a version to another..) could help to have different versions for a music track, using less space than several entire tracks ... ?
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Re: Subsea Track

Postby Arthur » 01 Sep 2011, 19:06

The problem is transitions. People would enter the areas at different times, and without using a MIDI style format, it would be very hard to not have the rhythm cut off, unless we just use quick cross-fading or some "keep track of where in the music we are, and buffer it"-mumbo-jumbo of some sorts.
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Re: Subsea Track

Postby DJHelium » 01 Sep 2011, 19:29

Okay, for me, we have to launch all the different music at the same time and fade it when the player change the area...
There is only one at the beginning and he other one is also playing but muted, when me change, mute the first one and unmute the second one ;)
It's possible or not ?
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Re: Subsea Track

Postby code-breaker » 01 Sep 2011, 19:48

You shouldn't have to play them all. Just keep track of where you are. For example, say you want to change tracks. Just see where you are in the current track (eg., 1min14sec) then move the play cursor to 1min14sec in track 2, start playing it, then stop track 1.
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Re: Subsea Track

Postby DJHelium » 01 Sep 2011, 20:07

code-breaker {l Wrote}:You shouldn't have to play them all. Just keep track of where you are. For example, say you want to change tracks. Just see where you are in the current track (eg., 1min14sec) then move the play cursor to 1min14sec in track 2, start playing it, then stop track 1.

Yeah ! It's easier, yeah... But, the problem is that you have to move the cursor to the exact moment and not in second... But, I think it's possible to do like you think ;)
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Re: Subsea Track

Postby hiker » 02 Sep 2011, 02:07

Auria {l Wrote}:DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

I like the idea. While I don't want the download to get too large (which would be a problem when we add this track to the main package), we can also extend the addons manager to support sound packages. Switching the music in game at a certain location needs then to be added to stk as well. There actually is some code that detects if a kart is inside a certain sphere (the original idea was to use this to change e.g. ambient light if the kart enters a cave or so, but was never used). The code for this could be used to define an area where the main music is replaced by a different music (and the code actually allows a gradual change).


Cheers,
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Re: Subsea Track

Postby DJHelium » 02 Sep 2011, 08:10

hiker {l Wrote}:
Auria {l Wrote}:DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

I like the idea. While I don't want the download to get too large (which would be a problem when we add this track to the main package), we can also extend the addons manager to support sound packages. Switching the music in game at a certain location needs then to be added to stk as well. There actually is some code that detects if a kart is inside a certain sphere (the original idea was to use this to change e.g. ambient light if the kart enters a cave or so, but was never used). The code for this could be used to define an area where the main music is replaced by a different music (and the code actually allows a gradual change).


Cheers,
Joerg

Okay, so my idea is to make a music shorter than the others (like only 1 minute) and/or make only 2 different parts instead of 3 or 4...
By the way, I'm glad to see that making this kind of transition is possible... I'll try to do a beginning of the music this afternoon ;)
We'll see if we keep only 2 parts, or if I have to make only 1 part :)
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